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I can get stand firm on normal rolls (course, he only has one left after this), which slightly puts me off sidestep. I'd be more inclined if he already had guard. And yeah, jump up, or dodge. Basically, everything is good, but is one thing more gooderer?

When I played you he was mostly being used as your ball carrier. If you're still using him for that I'd go with dodge for added staying-uprightness and getting-placesness. Alternatively, don't be afraid to ignore the double: if you just want to hit things with him every turn, frenzy would be pretty awesome on him, or piling on (even if I suspect he might get fouled a bit). I'd agree sidestep's a bit of a waste if you can get stand firm on a normal roll.

75% chance of getting a blitz (almost certainly 2D with that monster) on a caged ball carrier gives an overall 54% chance of knocking them down, 65% if the ball carrier doesn't have block. It's worth considering.

Good write up nie, neatly sums it up i think. I slightly rode my luck all game on one-dice moves (although ended up with average dice overall - i ended a fair few turns with skulls).

From my side it looked like most the skulls were turnovers because you'd already burned a reroll on a GFI earlier in the turn ;)

Originally Posted by groovychainsaw

and General Zod's murderlising of yet another player (who shouldn't have been left parked next to a str5 mighty blow player really) means he got a level again, my first (ever?) level 6 player.

Yeah, should've dodged the wolf away but tackle really puts me off making AG3 dodges, and as it was at the end of the turn I didn't have enough time to work out the odds properly. Plus without the wolf marking him he could've got unpleasantly close to the golem with the ball (still gutted he didn't get a TD for that magnificent break out). All these mistakes are clear with hindsight, and at least I've now got a chance for some doubles or stats on a fresh wolf.

As for Zod's skills, without an ogre I'd have a really difficult time looking past guard. This is the last skill he'll get (another 100 SPPs before he levels again), with only three other natural guard pieces even with his strength 5 the rest of the team could find themselves being mistreated in a bashy game. Guard or dodge basically - is he a lone star or a team player?

Myself and 'hands had an absolute monster battle at the top of the championship, between my nurgle mans and his ridiculoous stat monster elves. It was an epic game, 1-1 after the first half, my mans defended valiantly for almost the entire 2nd half, but I ended up being elfed out of a draw on the last turn, to lose 2-1, which means (as far as I can tell) he wins the Divisions for this season, congrats hands!